Okay so I have been working on this project off and on. I had skins done, but I made new ones recently, since I actually put a little bit more time and effort into making these new ones.
Ha, anyhow I will post a .png later tonight for me. It's 10am right now and I got some things to do. I have tried doing the new wardrobe file and it wouldn't work. So I added the items into the normal file. Now I see them (Also I added a feature1 already.) What about other Features? do the numbers mean something? 1, 2, and 3? I'd like to use the scar technique, but keep that primary to the left side.
Thanks for the help. I will post them later tonight!
What about other Features? do the numbers mean something? 1, 2, and 3?
Well, I use different names. ADVENTURERFEMALEPANTS MAGEMALEPANTS MAGEFEMALECHEST FEMALE TATTOO 1 MALEHAIR DWARF 1 In this case, the name is not important. But there are some unique cases for some parts of the wardrobe(Helmet, Backpack).
what program did you use to create your texture? alpha channels are accessed differently for each type of program, for example in Photoshop a tab next to the layers, marked as "channels" will let you create an alpha channel for your image and fill it out.
as for what alpha channels actually are.. here's the most simple explanation i can give you, without going into too much detail: they determine a textures transparency(see through/not see through) based on a gradient(black-white) adding solid black will make a texture transparent while white will make it opaque, all the other gradients in between, such as 50% gray will determine how transparent a texture is.
there are many more nuances and settings for you to learn about alpha channels, like how they interact with additive textures, different types of compressions(.DDS and their settings, PNG24 and PNG8) and changes to material files, but for now stick with the basics. i know that's kinda a lot to take in
but..
ive seen your project and you seem to be ambitious so i recommend you to download Kva's example file and dissect the contents, study extensively and learn about these things, since it will be far easier to push forward when you know everything of the top of your head.
Alpha channel is driving me crazy. I barely mastered this trick and I'm still bad with this. It is curious that in Photoshop, this channel is displayed at me differently for DDS and PNG files. Is why these texture I'm doing using some trick. Open the original texture(this file has everything you need) and make a new layer with a new image on top , then save the file and all done.
It is curious that in Photoshop, this channel is displayed at me differently for DDS and PNG files.
all photoshop files can display alpha channels, but png and dds files are some of the few file types which can save the transparency you get from using alpha channels. they are used mainly because of their small file sizes. most commercial games use the alpha channel trick to trim small amounts of textures from flat surfaces or emulate fine detail like hairs on a character, this includes Tl2 where it is used mostly on weapons and monsters with a lot of hair detail(werewolves)